+2004-03-02
+ * added different colored editor graphics for Supaplex gravity tubes
+
+2004-03-01
+ * fixed bug that allowed solvable tapes for unsolvable levels
+
+2004-02-28
+ * use unlimited number of droppable elements when "count" set to zero
+ * added option to use step limit instead of time limit for level
+
+2004-02-27
+ * added player and change page as trigger for custom element change
+
+2004-02-24
+ * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
+
+2004-02-22
+ * fixed bug with dark yamyam changing to acid when moving over acid
+ * fixed handling of levels with more than 999 seconds level time
+ (example: level 76 of "Denmine")
+
+2004-02-21
+ * "spring push bug" reintroduced as configurable element property
+ * fixed bug with missing properties for "mole"
+ * fixed bug that showed up when fixing the above "mole" properties bug
+ * added option "can move into acid" for all movable elements
+ * fixed graphical bug for elements moving into acid
+ * changed event handling to handle all pending events before going on
+
+2004-02-17
+ * fixed bug which caused all CE change pages to be ignored which had
+ the same change event, but used a different element side
+ (reported by Simon Forsberg)
+
+ * fixed bug which caused elements that can move and fall and that are
+ transported by a conveyor belt to continue moving into that direction
+ after leaving the conveyor belt, regardless of their own movement
+ type; only elements which can not move are transported now
+ (reported by Simon Forsberg)
+
+ * fixed bug which could cause an array overflow in RelocatePlayer()
+ (reported by Niko Böhm)
+
+ * changed Emerald Mine style "passable / over" elements to "protected"
+ (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
+
+ * added new option to select from which side a "walkable/passable"
+ element can be entered
+
+2004-02-16
+ * added explosion and ignition delay for elements that can explode
+
+2004-02-05
+ * fixed bug which caused player not being protected against enemies
+ when a CE was "walkable / inside" and was not "indestructible"
+ * added "walkable/passable" fields to be "protected/unprotected"
+ against enemies, even if not accessible "inside" but "over/under"
+
+2004-02-04
+ * corrected move pattern to 32 bit and initial move direction to 8 bit
+
2004-02-03
* added second custom element base configuration page
2004-02-02
* added some special EMC mappings to Emerald Mine level loader
+ (also covering previously unknown element in level 0 of "Bondmine 8")
2004-01-30
* added option to block last field when player is moving (for Supaplex)